HeavenStudioPlus/Assets/Scripts/GameManager.cs
Slaith 8960d9da55 Allowed lion count and mii faces to be set before game switches and fixed some bugs from last pr
I went through every single game script to look for bugs in intialization, there shouldn't be anything else that was caused by the pr (there is a bug in Spaceball where a ball cue won't trigger correctly if it's on the same beat as the switch, but i'm not sure how to fix it)
2022-03-27 11:13:13 -07:00

450 lines
No EOL
15 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Starpelly;
using Newtonsoft.Json;
using HeavenStudio.Games;
namespace HeavenStudio
{
public class GameManager : MonoBehaviour
{
[Header("Lists")]
public Beatmap Beatmap = new Beatmap();
[HideInInspector] public List<Beatmap.Entity> playerEntities = new List<Beatmap.Entity>();
private List<GameObject> preloadedGames = new List<GameObject>();
public List<GameObject> SoundObjects = new List<GameObject>();
[Header("Components")]
public TextAsset txt;
public Camera GameCamera, CursorCam;
public CircleCursor CircleCursor;
[HideInInspector] public GameObject GamesHolder;
public Games.Global.Flash fade;
[Header("Games")]
public string currentGame;
Coroutine currentGameSwitchIE;
[Header("Properties")]
public int currentEvent, currentTempoEvent;
public float startOffset;
public bool playOnStart;
public float startBeat;
[NonSerialized] public GameObject currentGameO;
public bool autoplay;
public bool canInput = true;
public event Action<float> onBeatChanged;
public int BeatmapEntities()
{
return Beatmap.entities.Count + Beatmap.tempoChanges.Count;
}
public static GameManager instance { get; private set; }
private EventCaller eventCaller;
private void Awake()
{
// autoplay = true;
instance = this;
}
public void Init()
{
this.transform.localScale = new Vector3(30000000, 30000000);
SpriteRenderer sp = this.gameObject.AddComponent<SpriteRenderer>();
sp.enabled = false;
sp.color = Color.black;
sp.sprite = Resources.Load<Sprite>("Sprites/GeneralPurpose/Square");
sp.sortingOrder = 30000;
gameObject.layer = LayerMask.NameToLayer("Flash");
GameObject fade = new GameObject();
this.fade = fade.AddComponent<Games.Global.Flash>();
if (txt != null)
{
string json = txt.text;
Beatmap = JsonConvert.DeserializeObject<Beatmap>(json);
}
else
{
NewRemix();
}
SortEventsList();
GlobalGameManager.Init();
eventCaller = this.gameObject.AddComponent<EventCaller>();
eventCaller.GamesHolder = GamesHolder.transform;
eventCaller.Init();
Conductor.instance.SetBpm(Beatmap.bpm);
Conductor.instance.SetVolume(Beatmap.musicVolume);
Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
if (playOnStart)
{
Play(startBeat);
}
// SetCurrentGame(eventCaller.GamesHolder.transform.GetComponentsInChildren<Transform>()[1].name);
if (Beatmap.entities.Count >= 1)
{
SetCurrentGame(Beatmap.entities[0].datamodel.Split(0));
SetGame(Beatmap.entities[0].datamodel.Split(0));
}
else
{
SetGame("noGame");
}
}
public void NewRemix()
{
Beatmap = new Beatmap();
Beatmap.bpm = 120f;
Beatmap.musicVolume = 100;
Beatmap.firstBeatOffset = 0f;
Conductor.instance.musicSource.clip = null;
}
public void LoadRemix(string json = "")
{
SortEventsList();
if (json != "")
{
Beatmap = JsonConvert.DeserializeObject<Beatmap>(json);
}
else
{
NewRemix();
}
Conductor.instance.SetBpm(Beatmap.bpm);
Conductor.instance.SetVolume(Beatmap.musicVolume);
Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
Stop(0);
SetCurrentEventToClosest(0);
if (Beatmap.entities.Count >= 1)
{
SetCurrentGame(Beatmap.entities[0].datamodel.Split(0));
SetGame(Beatmap.entities[0].datamodel.Split(0));
}
else
{
SetGame("noGame");
}
}
// LateUpdate works a bit better(?) but causes some bugs (like issues with bop animations).
private void Update()
{
if (Beatmap.entities.Count < 1)
return;
if (!Conductor.instance.isPlaying)
return;
List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
List<float> tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList();
if (currentEvent < Beatmap.entities.Count && currentEvent >= 0)
{
if (Conductor.instance.songPositionInBeats >= entities[currentEvent] /*&& SongPosLessThanClipLength(Conductor.instance.songPositionInBeats)*/)
{
// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
var entitiesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && !EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
var fxEntities = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && EventCaller.FXOnlyGames().Contains(EventCaller.instance.GetMinigame(c.datamodel.Split('/')[0])));
// FX entities should ALWAYS execute before gameplay entities
for (int i = 0; i < fxEntities.Count; i++)
{
eventCaller.CallEvent(fxEntities[i], true);
currentEvent++;
}
for (int i = 0; i < entitiesAtSameBeat.Count; i++)
{
var entity = entitiesAtSameBeat[i];
// if game isn't loaded, preload game so whatever event that would be called will still run outside if needed
if (entitiesAtSameBeat[i].datamodel.Split('/')[0] != currentGame && !preloadedGames.Contains(preloadedGames.Find(c => c.name == entitiesAtSameBeat[i].datamodel.Split('/')[0])))
{
eventCaller.CallEvent(entitiesAtSameBeat[i], false);
}
else
{
eventCaller.CallEvent(entitiesAtSameBeat[i], true);
}
// Thank you to @shshwdr for bring this to my attention
currentEvent++;
}
// currentEvent += gameManagerEntities.Count;
}
}
if (currentTempoEvent < Beatmap.tempoChanges.Count && currentTempoEvent >= 0)
{
if (Conductor.instance.songPositionInBeats >= tempoChanges[currentTempoEvent])
{
Conductor.instance.songBpm = Beatmap.tempoChanges[currentTempoEvent].tempo;
Conductor.instance.timeSinceLastTempoChange = Time.time;
currentTempoEvent++;
}
}
}
public void ToggleInputs(bool inputs)
{
canInput = inputs;
}
#region Play Events
public void Play(float beat)
{
canInput = true;
StartCoroutine(PlayCo(beat));
onBeatChanged?.Invoke(beat);
}
private IEnumerator PlayCo(float beat)
{
yield return null;
bool paused = Conductor.instance.isPaused;
Conductor.instance.SetBpm(Beatmap.bpm);
Conductor.instance.SetVolume(Beatmap.musicVolume);
Conductor.instance.firstBeatOffset = Beatmap.firstBeatOffset;
Conductor.instance.Play(beat);
if (!paused)
{
SetCurrentEventToClosest(beat);
}
KillAllSounds();
}
public void Pause()
{
Conductor.instance.Pause();
KillAllSounds();
}
public void Stop(float beat)
{
Conductor.instance.Stop(beat);
SetCurrentEventToClosest(beat);
onBeatChanged?.Invoke(beat);
KillAllSounds();
}
public void KillAllSounds()
{
for (int i = 0; i < SoundObjects.Count; i++)
Destroy(SoundObjects[i].gameObject);
SoundObjects.Clear();
}
#endregion
#region List Functions
public void SortEventsList()
{
Beatmap.entities.Sort((x, y) => x.beat.CompareTo(y.beat));
Beatmap.tempoChanges.Sort((x, y) => x.beat.CompareTo(y.beat));
}
public void SetCurrentEventToClosest(float beat)
{
SortEventsList();
onBeatChanged?.Invoke(beat);
if (Beatmap.entities.Count > 0)
{
List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
currentEvent = entities.IndexOf(Mathp.GetClosestInList(entities, beat));
var gameSwitchs = Beatmap.entities.FindAll(c => c.datamodel.Split(1) == "switchGame");
string newGame = Beatmap.entities[currentEvent].datamodel.Split(0);
if (gameSwitchs.Count > 0)
{
int index = gameSwitchs.FindIndex(c => c.beat == Mathp.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat));
var closestGameSwitch = gameSwitchs[index];
if (closestGameSwitch.beat <= beat)
{
newGame = closestGameSwitch.datamodel.Split(2);
}
else if (closestGameSwitch.beat > beat)
{
if (index == 0)
{
newGame = Beatmap.entities[0].datamodel.Split(0);
}
else
{
if (index - 1 >= 0)
{
newGame = gameSwitchs[index - 1].datamodel.Split(2);
}
else
{
newGame = Beatmap.entities[Beatmap.entities.IndexOf(closestGameSwitch) - 1].datamodel.Split(0);
}
}
}
// newGame = gameSwitchs[gameSwitchs.IndexOf(gameSwitchs.Find(c => c.beat == Mathp.GetClosestInList(gameSwitchs.Select(c => c.beat).ToList(), beat)))].datamodel.Split(2);
}
if (!GetGameInfo(newGame).fxOnly)
{
SetGame(newGame);
}
}
else
{
SetGame("noGame");
}
if (Beatmap.tempoChanges.Count > 0)
{
List<float> tempoChanges = Beatmap.tempoChanges.Select(c => c.beat).ToList();
currentTempoEvent = tempoChanges.IndexOf(Mathp.GetClosestInList(tempoChanges, beat));
}
}
#endregion
public void SwitchGame(string game, float beat)
{
if (game != currentGame)
{
if (currentGameSwitchIE != null)
StopCoroutine(currentGameSwitchIE);
currentGameSwitchIE = StartCoroutine(SwitchGameIE(game, beat));
}
}
IEnumerator SwitchGameIE(string game, float beat)
{
this.GetComponent<SpriteRenderer>().enabled = true;
SetGame(game);
Minigame miniGame = currentGameO.GetComponent<Minigame>();
if (miniGame != null)
miniGame.OnGameSwitch(beat);
yield return new WaitForSeconds(0.1f);
this.GetComponent<SpriteRenderer>().enabled = false;
}
private void SetGame(string game)
{
Destroy(currentGameO);
var instantiate = true;
if (preloadedGames.Count > 0)
{
for (int i = 0; i < preloadedGames.Count; i++)
{
if (preloadedGames[i].gameObject != null)
{
if (preloadedGames[i].gameObject.name == game)
{
preloadedGames[i].SetActive(true);
currentGameO = preloadedGames[i];
preloadedGames.Remove(preloadedGames[i]);
instantiate = false;
}
}
}
}
if (instantiate)
{
currentGameO = Instantiate(GetGame(game));
currentGameO.transform.parent = eventCaller.GamesHolder.transform;
currentGameO.name = game;
}
SetCurrentGame(game);
ResetCamera();
}
private void PreloadGame(string game)
{
if (preloadedGames.Contains(preloadedGames.Find(c => c.name == game)))
return;
var g = Instantiate(GetGame(game));
g.transform.parent = eventCaller.GamesHolder.transform;
g.SetActive(false);
g.name = game;
preloadedGames.Add(g);
}
public GameObject GetGame(string name)
{
var gameInfo = GetGameInfo(name);
if (gameInfo != null)
{
if (gameInfo.fxOnly)
{
name = Beatmap.entities.FindAll(c => {
var gameName = c.datamodel.Split(0);
var newGameInfo = GetGameInfo(gameName);
if (newGameInfo == null)
return false;
else
return !newGameInfo.fxOnly;
}).ToList()[0].datamodel.Split(0);
}
}
return Resources.Load<GameObject>($"Games/{name}");
}
public Minigames.Minigame GetGameInfo(string name)
{
return EventCaller.instance.minigames.Find(c => c.name == name);
}
public void SetCurrentGame(string game)
{
currentGame = game;
if (GetGameInfo(currentGame) != null) CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Colors.Hex2RGB(GetGameInfo(currentGame).color);
else
CircleCursor.InnerCircle.GetComponent<SpriteRenderer>().color = Color.white;
}
private bool SongPosLessThanClipLength(float t)
{
if (Conductor.instance.musicSource.clip != null)
return Conductor.instance.GetSongPosFromBeat(t) < Conductor.instance.musicSource.clip.length;
else
return true;
}
public void ResetCamera()
{
GameCamera.transform.localPosition = new Vector3(0, 0, -10);
}
}
}